Simulation system for place of amusement

ABSTRACT

The present invention provides a simulation system for an amusement arcade, which generates a dynamic model relating to the amusement arcade and can inspect an operating condition of play machines, a flow of players and the like. This system comprises a parameter setting unit (12) having a play machine information setting unit for setting a parameter, which defines a construction of play machines constituting the amusement arcade, and a player information setting unit for setting a parameter, which defines properties of players who use play machines, a simulation executing unit (16) for executing simulation for each unit time of the amusement arcade on the basis of parameters set by the parameter setting unit (12), a result analyzing unit (21) for generating data indicative of a result of simulation on the basis of data obtained by simulation executed for a predetermined unit time, and a display unit (20) for indicating a picture corresponding to data obtained by the result analyzing unit (21).

TECHNICAL FIELD

The present invention relates to a simulation system. More specifically,this invention relates to a simulation system for an amusement arcadewhich generates a dynamic model of the amusement arcade having pinballmachines, slot machines, other types of game machines.

BACKGROUND ART

It is known that, in an amusement arcade (parlor) having pinballmachines, slot machines, etc., the structure of the amusement arcade,such as a position of the doorway, the problem of how many play machinessuch as pinball machines, slot machines, etc. are to be provided or howthey are to be positioned, or the problem of how to position moneychangers, counters, etc., have a big influence on customer turnover, andconsequently have a big influence on the management of the amusementarcade.

Up to now, such a structure of the amusement arcade or such apositioning of the play machines etc. have been decided on the basis ofthe experience or the like of a designer or a manager of the amusementarcade. That is to say, they have been decided on the basis of the pastmacro data such as the experience of the designer or the manager of theamusement arcade, and so it was impossible to know how the new structureof the amusement arcade or the new positioning of the play machineswould exert an influence on the opinion of players.

Also at the gaming center which contains medal dispensing machines, inwhich players gain points by getting medals, or TV games, in whichplayers gain points by fighting with enemies on the TV screens, the flowof customers and the positioning of the play machines or the moneychangers are problems of great interest concerning the management of theamusement arcade.

An object of the present invention is to provide a simulation system foran amusement arcade, which generates a dynamic model relating to theamusement arcade and can inspect operating conditions of play machines,a flow of players and the like.

DISCLOSURE OF THE INVENTION

The object of the present invention can be achieved by a simulationsystem for an amusement arcade comprising, a parameter setting meanshaving a play machine setting means for setting a parameter whichdefines a structure of play machines constituting the amusement arcadeand a player setting means for setting a parameter which definesproperties of players who use the play machines, a simulation executingmeans for executing simulation of the amusement arcade for each unittime on the basis of the parameters set by the parameter setting means,a resultant data generating means for generating resultant dataindicative of a result of simulation on the basis of the data obtainedby the simulation executed by the simulation executing means for apredetermined unit time, and a display means for indicating a picturecorresponding to the resultant data.

According to the present invention, the simulation for the amusementarcade is executed for each unit time on the basis of the parameters setby the parameter setting means and the resultant data indicating theresult is obtained, and so operators can obtain the result of thesimulation based on the models of the amusement arcade set by themselvesand can inspect them.

The preferable mode of the present invention further comprises picturedata generating means which generates picture data based on theparameter set by said parameter setting means and also generates picturedata during the execution of the simulation on the basis of the picturedata and the data obtained for each unit time by the simulationexecuting means.

According to this mode, pictures during the execution of the simulationcan be obtained for each unit time, and so the operator can recognizethe operating condition of the play machine based on the model of theamusement arcade set by himself/herself.

In a further preferable mode of this invention, the parameter settingmeans further comprises a peripheral machine setting means which definesthe structure of the peripheral machines disposed in the amusementarcade.

According to a further preferable mode of the present invention, thestructure of peripheral machine can be defined, which enables thestructure of the amusement arcade to be defined more specifically.

In a further preferable mode of the present invention, the peripheralmachine setting means is composed so as to define the structure ofcounters which count play media to be used in the play machines and ofmoney changers which change money.

In a further preferable mode of the present invention, the parametersetting means further comprises a move route setting means for settingthe move route of players between the play machines or between the playmachines and the peripheral machines.

According to a further preferable mode of the present invention, themove route or the path of flow of the player can be set, and so theoperator can recognize the movement of the player during the executionof the simulation.

In a further preferable mode of the present invention, the playersetting means is composed so as to set the operating rate dataindicating the rate of use of the play machines by the players, theplayer time data indicating a distribution of playing times of theplayers, the maximum money amount data indicating the amount of moneywhich players can spend, and the buying unit data indicating the numberof play media which players buy at a time.

In a further preferable mode of the present invention, the playersetting means is composed so as to set automatically, in compliance withthe condition of the amusement arcade, the operating rate data, theplayer time data, the maximum money amount data, and the buying unitdata.

In a further preferable mode of the present invention, the play machinesetting means is composed so as to set the type of the play machine, andthe simulation executing means is composed so as to determine thewinning interval for the play machine during the simulation on the basisof the set type of play machine.

In another mode of the present invention, the simulation is realized byjudging the state of play machines in each unit time, and by executingat least one of counting the number of the play media and a change ofstate, in accordance with the judged state. The state includes a statein which the play machine doesn't operate, a state in which the playmachine operates, and a state in which the play machine is winning.

Further, pinball machines, slot machines, game machines or the like areincluded as play machines.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram showing the structure of a simulation systemfor an amusement arcade referring to an embodiment of the invention.

FIG. 2 is a block diagram showing the structure of a parameter settingunit in more detail.

FIG. 3 is a drawing for illustrating islands of the first embodiment.

FIG. 4 is an illustration of a picture on a screen of a display unitindicated by the start of a play machine information setting unit of aparameter setting unit relating to the first embodiment.

FIG. 5 is an illustration of a picture on the screen of the display unitindicated by the start of a peripheral machine information setting unitof the parameter setting unit referring to the first embodiment.

FIG. 6 is an illustration of a picture on the screen of the display unitindicated by the start of the peripheral machine information settingunit of the parameter setting unit referring to the first embodiment.

FIG. 7 is an illustration of a picture on the screen of the display unitindicated by the start of the peripheral machine information settingunit of the parameter setting unit referring to the first embodiment.

FIG. 8 is an illustration of a picture on the screen of the display unitindicated by the start of a player information setting unit of theparameter setting unit referring to the first embodiment.

FIG. 9 is an illustration of a picture which is shown when one of thedata, indicating that the types of player modules are to be setrespectively, is selected as automatic parameter setting selection data.

FIG. 10 is an illustration of a picture which is shown when one of thedata, indicating that the properties of player module are to be setautomatically, is selected as automatic parameter setting selectiondata.

FIG. 11 is an illustration of a picture on the screen of the displayunit for selecting the information corresponding to type selection data.

FIG. 12 is an illustration of a picture which is shown when an operatorissues an order for referring to a value or the like corresponding tothe data set automatically in accordance with type selection data.

FIG. 13 is an illustration of a picture on the screen of the displayunit indicated by the start of an island information setting unit of theparameter setting unit referring to the first embodiment.

FIG. 14 is an illustration of a whole amusement arcade referring to thefirst embodiment.

FIG. 15 is an illustration of a play machine module shown on the screenof the display unit referring to the first embodiment.

FIG. 16 is an illustration of a counter module and a money changermodule shown on the screen of the display unit referring to the firstembodiment.

FIG. 17 is an illustration for the explanation of path of flow betweenstations referring to the first embodiment.

FIG. 18 is a flow chart indicating the operation of a simulationexecuting unit referring to the first embodiment.

FIG. 19 is an illustration of a state of the amusement arcade at acertain unit time.

FIG. 20 is an illustration of one example of a picture indicated on thedisplay unit referring to the first embodiment.

FIG. 21 is an illustration of the example of the picture based on thedata generated by a result analyzing unit referring to the firstembodiment.

FIG. 22 is an illustration of a picture on the screen of the displayunit indicated by the start of a play machine information setting unitof the parameter setting unit referring to the second embodiment.

FIG. 23 is a flow chart indicating the operation of a simulationexecuting unit referring to a second embodiment.

FIG. 24 is an illustration of an example of the picture based on thedata generated by a result analyzing unit referring to the secondembodiment.

FIG. 25 is a flow chart indicating the operation of a simulationexecuting unit referring to a third embodiment.

FIG. 26 is an illustration of an example of a picture based on the datagenerated by a result analyzing unit referring to the third embodiment.

BEST MODE FOR CARRYING OUT THE INVENTION

The following is a detailed explanation on an embodiment of the presentinvention based on the attached drawings.

FIG. 1 is a block diagram indicating the structure of a simulationsystem for an amusement arcade relating to the embodiment of thisinvention. In a first embodiment, the amusement arcade means theso-called pinball (pachinko-ball game) parlor. As shown in FIG. 1, thesimulation system for the amusement arcade 10 comprises a parametersetting unit 12 for setting various parameters for defining the variousstructural elements which constitute the amusement arcade, a parametermemory unit 14 for memorizing these parameters, a simulation executingunit 16 for executing the simulation on the basis of the set structureparameter, an input apparatus 17 composed of a keyboard and a mouse, apicture data generating unit 18 for generating picture data based on thedata obtained by the simulation executing unit 16, a simulation resultmemory unit 19 for memorizing the data obtained by the simulationexecuting unit 16, a display unit 20 for indicating picturescorresponding to the generated picture data, and a result analyzing unit21 for generating the data indicating the simulation result on the basisof the data memorized in the simulation result memory unit 19.

FIG. 2 is a block diagram indicating the more detailed structure of theparameter setting unit 12. Here, in the first embodiment, the variousstructural elements of the amusement arcade defined by the parametersetting unit 12, that is to say, facilities such as play machines,peripheral machines and the like, or players, are referred to asmodules. The parameter setting unit 12 sets diverse parameters forconstituting such modules.

As shown in FIG. 2, the parameter setting unit 12 comprises a definitioninformation setting unit 22 for setting the information of thedefinition for defining the whole of the simulation, a play machineinformation setting unit 24 for setting the information of the playmachine for defining the structure of play machine module such as apinball machine, a peripheral machine information setting unit 26 forsetting the information of the peripheral machine for defining thestructure of a peripheral machine module, such as a money changermodule, which is other than play machine module disposed in theamusement arcade, a player information setting unit 28 for setting theinformation of the player relating to the player module which enters theamusement arcade and utilizes the play machine module or the like, anisland information setting unit 30 for setting the information fordeciding the location of the island module, and a move route settingunit 32 for deciding the move route of the player module.

The definition information setting unit 22 is composed so as to set thesimulation time data relating to the simulation time and the exit datafor deciding the exit of the amusement arcade.

The play machine information setting unit 24 is composed so as to setplay machine name data indicating the name of the play machine module,play machine type data indicating the type of the play machine module,belonging island name data indicating the name of the island module towhich said play machine module belongs, out of the island modules havinga plurality of play machine modules disposed in a predeterminedarrangement.

Further, the peripheral machine information setting unit 26 is composedso as to set counter name data indicating the name of the counter modulefor counting the play media which player module has gained, counterprocessing time data indicating the time required for counting the playmedia in said counter module, or the like.

The player information setting unit 28 is composed so as to set playtime data indicating a distribution of play time of the player module,maximum expense data indicating a distribution of the amount of moneywhich a player module can spend, buying unit data indicating adistribution of play media unit which the player module buys at a time,or the like.

Next, the information set at the parameter setting unit 12 will beexplained in more detail.

In the first embodiment, the play machine module and the island modulewhich can be set by the parameter setting unit 12 are supposed to adoptrespectively one of the two restoration methods of play media. In thefirst embodiment, one of the methods is called "independent islandrestoration method" and the other is called "overall restorationmethod".

Firstly, "independent island restoration method" will be explained.Under the structure of the independent island restoration method, acounter for counting play media is located at the play machine whichbelongs to an island consisting of a plurality of play machines disposedin a predetermined arrangement, and the play media discharged from theplay machine and the play media given to the counter disposed in theisland are restored in the play machines or the like belonging to theisland. On the other hand, under the structure of overall restorationmethod, play media discharged from all play machines in the amusementarcade and the play media given to all counters disposed in theamusement arcade are restored to all play machines.

How the play media are to be supplied in the play machines is such animportant problem in designing the amusement arcade, that the playmachine module is applicable to selecting one of the two methods, in thefirst embodiment. In the first embodiment, it is also possible tolocate, in one amusement arcade, both the island module based on theindependent island restoration method and the other one based on theoverall restoration method. Thus, as mentioned later, the case whichadopts the independent island restoration method and the other casewhich adopts the overall restoration method can be compared.

Here, "island" determined at an island setting unit 30 will beexplained. In the first embodiment, "island" is a construction of aplurality of play machines disposed in a predetermined arrangement andalso comprises the counter and the money changer used in relation to theplay machines. For example, as shown with the reference number 300 ofFIG. 3, the island which comprises a row of play machines 302-1, 302-2 .. . arranged in the lateral direction with the predetermined number iscalled "one side island", while as shown with the reference number 310,the island which comprises two rows of play machines 312-1, 312-2, . . ., 314-1, 314-2, . . . arranged in the lateral direction is called "wholeisland". The position possibility play machine data which indicate thatwhich type of play machine module is to be located in the island modulecorresponding to them, or as to the island name data which indicate thename of the island module, will be described later.

The play machine type data include the data indicating the type of playmachine module, for example, in the first embodiment, so-called "fever(=special winning) type table (first type pinball machine)","probability fluctuation type table", "rights type table (third typepinball machine), wherein, if play goes through a specific process afterthe special winning, it can obtain the rights whereby the next specialwinning is prone to occur", or "wing type table (second type pinballmachine), wherein an entrance of a ball into a specific hole (V zone) ofthe center of machine makes a special winning". In compliance with theplay machine type data, the winning interval of the play machine moduleduring the execution of simulation, the number of play media dischargedfrom the play machine module (which is called "the number of outgoingballs") or the like are determined.

As to the belonging island name data, out of the names corresponding tothe island name data which will be described later, the datacorresponding to the name of island module to which play machine modulebelongs is applied.

The information set by the play machine information setting unit 24includes the first use counter data for specifying the first countermodule used for the count of play media by the player module whichutilizes the play machine module during the simulation, the second usecounter data for specifying the second counter module used for the countwhen the player module can not use the first counter module, the firstuse money changer data for specifying the first money changer moduleused by the player for the money change, and the second use moneychanger data for specifying the second money changer module used formoney change when the player can not use the first money changer module.These data include, respectively, the counter move time data or themoney changer move time data, indicating the time of movement from playmachine module to counter module or to money changer module.

Further, the data set at the play machine information setting unit 24includes use bank note data, indicating if bank notes are usable, andalso indicating, if they are usable, which kind of bank notes (forexample, 1000 yen bank note, 5000 yen bank note, etc.) are usable,output details degree data, which will be described later, indicatingthe degree of details of the output after the execution of thesimulation, and priority data indicating the degree of popularity of theplay machine module. In accordance with the value of this priority datain a predetermined case, as described later, the player module selectsthe play machine module. In the first embodiment, the value of thepriority data can be one of the five, and this value corresponds to thenumerical value of from 1 to 100. Also, the sum total of the quota issupposed to be 100. Thus, in a predetermined case, the player moduleselects the predetermined play machine module with the probability basedon the numerical value corresponding to the value of priority data.

FIG. 4 is an illustration of the picture which is indicated on thescreen of the display unit 20, after the play machine informationsetting unit 24 of the parameter setting unit 12 is started andpredetermined information is given from the parameter setting unit 12 tothe picture data generating unit 18, in accordance with the picture datagenerated on the basis of said information. When the operator inputssome information by means of the input apparatus 17, the characters,figures, etc. corresponding to the inputted information are indicated inthe part 402, 404, etc. in the screen 400. Here, the characters or thelike indicated in the parts 402 correspond to the play machine data, thecharacters or the like indicated in the part 404 correspond to thebelonging island name data, and the characters or the like indicated inthe part 406 correspond to the play machine type data.

The characters or the like indicated in the parts 408, 410, 412, 414correspond to the first use counter data, the first use money changerdata, the second use counter data, and the second use money changerdata, respectively, and the figures indicated in the parts 416, 418,420, 422 located next to these parts from 408 to 414 correspond to themove time data which belong to these data, respectively.

Further, the characters or the like indicated in the parts 424, 426correspond to the use bank note data, and the characters or the likeindicated in the parts 428, 430 correspond to output details degree dataand the priority data respectively.

When the operator inputs some information by means of the inputapparatus 17, the given characters, figures, etc. are indicated in theparts from 402 to 430 in the screen 400 of the display unit 20. When theoperator designates the part 432 of the screen 400 by means of the inputapparatus 17 after the predetermined information is given in the partsfrom 402 to 430, the data corresponding to the characters, figures, etc.given to the parts from 420 to 430 are stored in a predetermined area ofthe parameter memory unit 14.

Next, the information which is set at the peripheral machine informationsetting unit 26 will be explained.

In the first embodiment, the peripheral machine module includes thecounter module and the money changer module. In the independent islandrestoration method, the peripheral machines further include a justcounter module. In the first embodiment, the just counter comprisesfunctions of both a counter and a money changer.

The information relating to the counter module set by the peripheralmachine information setting unit 26 includes, other than the abovementioned, a counter waiting queue data indicating the maximum number ofplayer modules waiting at the counter module, and the counter moneychanger move time data indicating the move time from the counter moduleto the money changer module.

The peripheral machine information setting unit 26 sets money changername data indicating the name of the money changer module by whichplayers change money, money changer processing time data indicating thetime required for the change at the money changer module, and moneychanger waiting queue data indicating the maximum number of players whoare waiting for changing at the money change module. Further, in theindependent island restoration method, the peripheral machineinformation setting unit 26 sets just counter name data indicating thename of the just counter module, just counter count processing time dataindicating the time which the just counter module requires for countingthe play media, just counter money change processing time dataindicating the time which the just counter module requires for moneychange, and just counter waiting queue data indicating the maximumnumber of player modules waiting for counting or changing at the justcounter module.

FIGS. 5, 6 and 7 are the illustrations of the pictures which areindicated on the screens of the display unit 20, after the peripheralmachine information setting unit 26 of the parameter setting unit 12 isstarted and predetermined information is given from the parametersetting unit 12 to the picture data generating unit 18, in accordancewith the picture data generated on the basis of the information. Asshown in FIG. 5, on the screen 500 of the display unit 20, parts 502,504, 506, and 508 are disposed. When the operator inputs someinformation by means of input apparatus 17, characters, figures or thelike, corresponding to the inputted information, are indicated in therespective parts from 502 to 508. The characters etc. indicated in thepart 502 correspond to the counter name data, the figures indicated inthe part 504 correspond to the counter processing time data, the figuresindicated in the part 506 correspond to the counter waiting queue dataand the figures indicated in the part 508 correspond to the countermoney changer move time data.

The characters etc. indicated in the part 602 of the screen 600 in FIG.6 correspond to the money changer name data, the figures indicated inthe part 604 correspond to the money changer processing time data, andthe figures indicated in the part 606 correspond to the money changerwaiting queue data. Further, the characters etc. indicated in the part702 of the screen 700 in FIG. 7 correspond to the just counter namedata, the figures indicated in the part 704 correspond to the justcounter count processing time data, the figures indicated in the part706 correspond to the just counter money change processing time data,and the figures indicated in the part 708 correspond to the just counterwaiting queue data. The pictures from 500 to 700 indicated in FIGS. 5,6, and 7 can be switched by inputting a predetermined information bymeans of input apparatus 17 by the operator. When the operator inputssome information by means of input apparatus 17, given characters,figures, etc. are indicated in the parts from 502 to 710 of the screensfrom 500 to 700 of the display unit 20. When the operator designates, bymeans of the input apparatus 17, parts 510, 608, and 710 of the screens500, 600 and 700 respectively after predetermined information is givenin the parts from 502 to 710, data corresponding to the characters,figures, etc. given to the parts from 502 to 508, parts from 602 to 606,and parts from 702 to 708 are stored in a predetermined area of theparameter memory unit 14 respectively.

Next, the information set by the player information setting unit 28 willbe further explained. In the player information setting unit 28,information includes, in addition to the described data, parameterautomatic setting selection data for automatically setting theproperties of the player module in accordance with the condition of theamusement arcade, or for selecting whether the properties of playermodule are inputted respectively. When the parameter automatic settingselection data designate input of the respective properties of playermodule, operating rate data indicating the operating rate of the playmachine module for each predetermined time zone, play machine selectiondata for deciding the law in compliance with which the player moduleselects the play machine module, above described play time data, abovedescribed maximum expense data, and above described buying unit data canbe set by the operator respectively.

On the other hand, when the parameter automatic setting selection datadesignate to set the properties of player module automatically, further,type selection data indicating whether the amusement arcade is locatedin the suburbs (that is, whether it is the so-called suburban type),whether it is disposed near a railroad station or the like (that is,whether it is the so-called station adjacent type), or whether it hasjust been refurbished can be set by the player information setting unit28. Then, corresponding to these set data, the operating rate data, theplay machine selection data, the play time data, the maximum expensedata and the buying unit data are set automatically.

Further, as data set by the player information setting unit 28,entrance-play machine move time data indicating a distribution of movetime from the entrance of the amusement arcade to the play machinemodule, and money change unit data indicating a distribution of a sum ofmoney changed by player module at a time are included.

In the first embodiment, operating rate data indicate an operating rateof every hour of the player table. And the play machine selection dataindicate whether the player module selects the play machine module atrandom, or whether it selects the play machine module at the probabilitybased on above described priority data.

FIG. 8 is an illustration of a picture which is indicated on the screenof the display unit 20, after the player information setting unit 28 ofthe parameter setting unit 12 is started and the predeterminedinformation is given from the parameter setting unit 12 to the picturedata generating unit 18, in accordance with the picture data generatedon the basis of the information. As shown in FIG. 8, on the screen 800of the display unit 20, parts 802, 804, 806, 808, 810, 812, and 814 aredisposed. In the part 802, characters corresponding to the parameterautomatic setting data are indicated. As an example shown in FIG. 8, inthe part 802, characters which designate to set the properties of playermodule respectively are indicated. Characters etc. indicated in the part804 correspond to the play machine selection data, characters etc.indicated in the part 806 correspond to the play time data, charactersetc. indicated in the part 808 correspond to the maximum expense data,and characters etc. indicated in the part 810 correspond to the buyingunit data, respectively are indicated.

Characters etc. corresponding to part 812 correspond to theentrance-play machine move time data and characters etc. correspondingto part 814 correspond to the money change unit data, respectively.Thus, when the parameter setting selection data designating to set therespective properties of player module are selected, the operator canset the operating rate data, the play machine selection data, the playtime data, the maximum expense data and the buying unit data, byinputting predetermined information by means of input apparatus 17.

Further, when the parameter automatic setting selection data designatingto set respectively the types of player modules are selected by theoperator, the picture indicated in FIG. 9 is generated by the input ofpredetermined information by the operator with the input apparatus 17.Thus, the operator can input the numerical value, in the part 906,indicating the operating rate of the play machine module for each timeincluded in operating rate data, referring to the time indicated in thepart 904. When the operator designates the parts 816 and 904 of thescreens 800 and 900 respectively by means of the input apparatus 17after predetermined information is given in the parts from 802 to 814 ofthe screen 800 of FIG. 8 and in the part 906 of the screen 900 of FIG. 9by the operator, data corresponding to characters, figures, etc. givenin the parts from 802 to 814 and in the part 906 are stored respectivelyin the predetermined area of the parameter memory unit 14.

On the other hand, when the parameter automatic setting selection datadesignating to set the properties of player module automatically areselected by the operator, the picture as indicated in FIG. 10 is givenon the screen of display unit 20. As an example indicated in FIG. 10, inthe part 802 of the screen 1000, characters designating to set the typeof the player statistically are indicated. As the play machine selectiondata, the play time data, the maximum expense data and the buying unitdata are generated automatically, and the parts from 804 to 810indicated in FIG. 8, where corresponding characters etc. are indicated,are omitted. In this case, the operator can select the informationcorresponding to the type selection data by inputting predeterminedinformation by means of the input apparatus 17.

FIG. 11 is an illustration of a picture on the screen of the displayunit 20 in the case of selecting the information corresponding to thetype selection data. As shown in FIG. 11, the type of the playerselected by the operator is indicated in the part 1102 when the operatorinputs predetermined information by means of the input apparatus 17. Inthe example of the illustration, characters indicating the time ofrefurbished opening is indicated. Further, the picture indicated as FIG.12 can be obtained when the operator gives instructions for referring tothe value etc. corresponding to the data set automatically in compliancewith the type selection data. As shown in FIG. 12, if the type selectiondata indicate the time of refurbished opening, it can be recognized thateach operating rate indicated in the part 1204 for each time indicatedin the part 1202 is 100 percent. Also, with a bar chart indicated in thepart 1206, the distribution of play time is indicated. The operatingrate and the play time correspond to the operating rate data and theplay time data respectively.

It is evident that, also when the type selection data are selected bythe operator to be the so-called suburban type or to be the so-calledstation adjacent type, the picture like FIG. 12 can be obtained.

When the operator designates the parts 816 and 1104 on the screens 1000and 1100 respectively by means of the input apparatus 17 after thepredetermined information is given to the parts 802, 812, and 814 on thescreen 1000 of FIG. 10 and the part 1102 on the screen 1100 of FIG. 11,the data relating to the given information are stored in thepredetermined area of the parameter memory unit 14 respectively.

Next, the data set by the island setting unit 30 will be explained. Inthe island setting unit 30, the one side island module and whole islandmodule based on the independent island restoration method, and the oneside island module and whole island module based on the overallrestoration method, can be set.

The island setting unit 30 sets, for example, the island name dataindicating the name of the island module referring to the one sideisland module or whole island module based on the independent islandrestoration method, positioning possible play machine data indicatingthe type of the play machine which can be located in the island module,alternative counter data indicating the name of the second countermodule that the player module uses when the counter module located inthe island module is occupied, alternative counter move time dataindicating the move time to the second counter module, alternative moneychanger data indicating the name of the second money changer module thatplayer module uses when the money changer module disposed in the islandmodule is occupied, and alternative money changer move time dataindicating the move time to the second money changer module. The datawhich overlap the ones set by the above mentioned play machine settingunit 24 or the peripheral machine setting unit 26 can be also set. Forexample, this island information setting unit 30 can set the datarelating to the counter module or the money changer module disposed inthe island module based on the independent island restoration method.

FIG. 13 is an illustration of the picture which is indicated on thescreen of the display unit 20, after the island information setting unit30 of the parameter setting unit 12 is started and predeterminedinformation is given from the parameter setting unit 12 to the picturedata generating unit 18, in accordance with the picture data generatedon the basis of the information. When the operator inputs someinformation by means of the input apparatus 17, characters, figures,etc. corresponding to the inputted information are indicated in the part1302 etc. of the screen 1300.

For example, the characters etc. indicated in the part 1302 correspondto the island name data, the characters etc. indicated in the parts from1304 to 1310 correspond to the positioning possible play machine data,the characters etc. indicated in the parts 1312 and 1314 correspond tothe alternative counter data, the characters etc. indicated in the parts1316 and 1318 correspond to the alternative money change data, and theparts from 1320 to 1326 correspond to the relevant move time data.

If the operator selects the parts 1328 or 1330 by means of the inputapparatus 17, the pictures as shown in FIGS. 5 or 6 can be obtained.

It is almost the same also in the case of setting the one side islandmodule or the whole island module based on the overall restorationmethod, but in this case, the counter module or the money changer moduleare not located in the island, and so the relevant data are not set.

Thus, when the operator gives instructions to indicate the whole of theamusement arcade after setting the necessary parameters relating to themachines and the players necessary for the amusement arcade, thepredetermined information is given from the parameter setting unit 12 tothe picture data generating unit 18, and a picture showing the whole ofthe amusement arcade is indicated on the screen of the display unit 20.FIG. 14 is the picture obtained.

As shown in FIG. 14, on the screen 1400 of the display unit 20, the oneside island modules 1402 etc. based on the data set by the islandinformation setting unit 30 are indicated. In this example, the islandmodules indicated in FIG. 14 is based on the independent islandrestoration method. In the island modules, the play machine modules1404, 1406, . . . set by the play machine information setting unit 24are located. Further, in the island module 1402, the just counter module1408 based on the data set by the peripheral machine information settingunit 26 is located.

Next, the data set by a move route deciding unit 32 will be explained.The move route deciding unit 32 sets the information for deciding themove route of the player so that the operator may see the movement ofthe player during the execution of the simulation.

In the first embodiment, the base of movement of the player during thesimulation, that is, the point from which it is decided that the playermoves to the other point, is referred to as a station. In the firstembodiment, a station is located in the predetermined position of eachmodule. For example, as shown in FIG. 15, the play machine module 1500indicated on the screen of the display unit 20 consists of a symbol 1502indicating the type of the play machine in compliance with the playmachine type data, a symbol 1504 indicating the operating conditionwhich will be described later, a symbol 1506 indicating the position ofthe player, etc., and the station 1508 of the play machine in thepredetermined position. Also, as shown in FIGS. 16(a) and 16(b), thecounter module 1600 and the money changer module 1610 indicated on thescreen of the display unit 20 consist of, respectively, the symbols 1602and 1612 indicating the operating condition, and the symbols 1604 and1614 indicating the positions of the player, etc., and the stations 1606and 1616 at the predetermined positions.

The operator draws a bent line or a straight line between the stationsof respective modules indicated in the screen of the display unit 20,and the bent line or the straight line makes the move route of theplayer between the stations. For example, as shown in FIG. 17, when thepredetermined modules 1702, 1704 and 1706, the relevant stations 1712,1714 and 1716, and the station 1718 relating to the island module arelocated on the screen of the display unit 20, the operator can draw thestraight lines or the bent lines 1720, 1722, . . . by means of the inputapparatus.

The move route data indicating the bent lines or the straight lineswhich connect these stations (for example, in the first embodiment, thecoordinates data indicating the coordinates of the terminal points of aline segment) are stored in the predetermined area of the parametermemory unit 14 together with the data indicating the stations with whichthe lines connect.

Thus, during the simulation, the operator can see the movement of theplayer by setting the move route which connects stations located atrespective modules.

As mentioned above, when the predetermined parameter is set by theparameter setting unit 12 and the operator inputs, by means of the inputapparatus 17, the information for starting the simulation, thesimulation executing unit 16 is started.

The simulation executing unit 16 is set by the parameter setting unit 12and composed to count the data, by each unit time, referring to theposition of the player module, the operating condition of the playmachine module, and the operating condition of the peripheral machinemodule, on the basis of the various data stored in the parameter memoryunit 14.

For example, the simulation executing unit 16 executes the simulationreferring to the player module, on the basis of the following generallogic. That is, when a player module arrives at the amusement arcade, itselects a predetermined play machine module in accordance with the playmachine selection data, and moves to the play machine module on thebasis of the move route which is set in advance between the stations. Inthis case, if there is no vacancy of the play machine module, it standsin a line at the entrance of the amusement arcade to wait for anunoccupied play machine module. It can be executed by disposing thewaiting queue referring to the player module waiting for the unoccupiedplay machine module, and by incrementing the waiting queue.

Next, after arriving at the play machine, the player changes money, bythe amount based on the money change unit data, to buy the play mediaand uses the play machine with the play media.

Further, the player module moves to the counter module to count theobtained play media at a predetermined time, for example, if the playmachine module used by the player module is the so-called "fever typetable", when the fever ends, and if the used play machine module is theso-called "rights type table", when the rights end. At this time, if thetime exceeds the play time based on the play time data, the playermodule ends the play. On the other hand, if the time does not exceed theplay time, it returns to the same play machine module to continue theplay.

If the player module spends money by the amount corresponding to themaximum expense data, the player module ends the play.

Corresponding to the above mentioned logic relating to the playermodule, the play machine module operates as indicated in the flow chartof FIG. 18, under the control of the simulation executing unit 16. Inthe first embodiment, during the simulation, each play machine modulehas its status indicating its operating condition. This statusindicates, for example, that the play machine module is not in operationand is not occupied by the player module (it is called "a non-operatingstate" in the following.), that the play machine module is not inoperation but is occupied by the player module (it is called "anon-operating occupied state" in the following.), that the play machinemodule is in operation (it is called "an operating state" in thefollowing.), that the play machine module is winning (it is called "awinning state" in the following.), and that, for example when the playmachine is the so-called "fever type table", the play machine module isin a state indicating "in a fever" (it is called "a special prize state"in the following.). The status is changed in accordance with the arrivalof the player module to a certain play machine module, etc.

As shown in FIG. 18, when the simulation is started by the simulationexecuting unit 16, the status of the play machine module is in anon-operating state (step 1800), and whether or not the player modulehas arrived is judged (step 1801). As mentioned above, the arrival ofthe player module to the play machine module is determined in accordancewith the operating rate data. When it is judged that the player modulehas arrived, the status of the play machine module is changed to anoperating state (step 1802) and the play machine module operates (step1803). At the step 1803, if the status of the play machine module is ina non-operating state or in a non-operating occupied state, the statusis changed to an operating state.

When the unit time for executing the simulation has passed, the statusof the play machine module is examined (step 1804), and if it is in aoperating state, the number of play media given to the play machinemodule during the unit time (it is called "the number of incomingballs") is counted (step 1805), and whether or not the play media heldby the player module exist is judged (step 1806). If the play mediaexist (in the case of yes (Y) at the step 1806), the process returns tothe step 1803 and the same process is repeated.

On the other hand, if it is judged as no (N) at the step 1806, theplayer module judges whether or not the play is to be continued (step1808). That is, to put it concretely, it is judged whether or not theplayer module fulfills the conditions to continue the play, referring tothe maximum expense data, the play time data, etc. At the step 1808, ifit is judged to stop the play, the process returns to the step 1800, andthe status of the play machine module becomes a non-operating state. Onthe contrary, if it is judged to continue the play at this step, thestatus of the play machine module becomes a non-operating occupied state(step 1807). Then, the player module is made to move to the moneychanger module, to change money by the amount based on the money changeunit data, and to buy the play media on the basis of the buying unitdata (step 1809). While the player module moves to the changer module onthe basis of the money changer move time data, and while the moneychanger operates on the basis of the money changer processing time data,the play machine module maintains its status in a non-operating occupiedstate. After the player module returns to the play machine module, theprocess returns to step 1803 to continue.

At step 1803, if it is judged, on the basis of the play machine typedata, that the winning interval has passed, the number of the play mediagiven to the play machine module, that is to say the number of incomingballs, and the number of the play media the player gained (it is called"the number of outgoing balls" are counted and whether or not a specialprize state should be made is judged in accordance with the play machinetype data (step 1810). In the first embodiment, the judgment of thisstep 1810 is made on the basis of the probability distribution selectedout of the uniform distribution, the triangular distribution, the normaldistribution and the exponential distribution, in accordance with theplay machine type data.

If it is judged that the special prize state should not be made (in thecase of no (N) at the step 1811), the process returns to the step 1803to repeat. On the other hand, if it is judged that the special prizestate should be made, the status of the play machine module is made tobe in a special prize state (step 1812).

If the status of the play machine module is in a special prize state bypassing through the step 1812, the process goes to the step 1813 via thesteps 1803 and 1804. At the step 1813, the play media given to the playmachine module and the play media gained by the player are counted. Thetime for a special prize is determined in advance, and so if the timeexceeds this determined time, it is judged, at the step 1804, that thespecial prize state should be ended. In this case, the player modulejudges whether or not it continues the play (step 1814).

At this step, if it is judged that the play should be continued, thestatus of the play machine module becomes in a non-operating occupiedstate (step 1815). Next, the player module is made to move to thecounter module and to count the number of play media the player modulegained (step 1816). On the basis of the counter move time data, whilethe player module moves to the counter module, the play machine modulemaintains its status in a non-operating occupied state. Further, afterthat, the player is made to move to the money changer module, to changemoney by the amount based on the money change unit data, and to buy theplay media on the basis of the buying unit data (step 1817). In the sameway as the step 1816, on the basis of the money changer move time data,while the player module moves to the money changer module, the playmachine module maintains its status in a non-operating occupied state.After the player module returns to the play machine module, the processreturns to the step 1803 to continue.

Contrary to this, at the step 1814, if it is judged that the play shouldbe stopped, the play machine module is made to be in a non-operatingstate (step 1818), and the player module is moved to the counter moduleto count the number of the play media gained by the player module (step1819). After such process ends, it returns to the step 1800.

In the same way, referring to the counter module, the money changermodule, or the just counter module, the simulation executing unit 16makes its status an operating state, when the player module arrives atthese machines, during the time following the respective processing timedata. If there is a waiting queue relating to these peripheral machinemodules, the counter waiting queue data or the money changer waitingqueue data are referred to, and in a regular case, the player module ismade to move, in accordance with the alternative counter data or thealternative money changer data, to go to other counter module or othermoney changer module.

Thus, the simulation executing unit 16 generates the data relating tothe movement of the player module, the number of the play media held bythe player module, the status of the play machine module, the moneychanger module, the counter module, etc. and the like by each unit time,and stores them in a predetermined area of the simulation result memoryunit 19 for each unit time.

The simulation executing unit 16 outputs the data, generated for eachunit time, to the picture data generating unit 18.

The picture data generating unit 18 generates new picture data for eachunit time on the basis of the data given by the simulation executingunit 16 and the picture data corresponding to the picture indicated inFIG. 14. FIG. 19 is an illustration indicating the state of theamusement arcade for a certain unit time. As shown in FIG. 19, it can berecognized that the player modules are using the play machine modules,the money changer modules, the counter modules, etc.

Further, the picture data generating unit 18 is composed so that it maygenerate the picture data corresponding to the picture indicating thedetails of the play machine on the basis of the data relating to theplay machine module out of the data given by the simulation executingunit. That is to say, the picture data generating unit 18 outputs thepicture data corresponding to the picture indicated in FIG. 20 to thedisplay unit 20 in accordance with the status of the play machinemodule, the type of the play machine based on the play machine typedata, the transition of the difference between the number of incomingballs and the number of outgoing balls (it is called "the transition ofthe difference of balls"), etc. Here in FIG. 20, the play machine module2000 corresponds to the so-called "fever type table", the part 2002 is asymbol indicating the type of the play machine, the part 2004 is asymbol indicating that the probability is changing, the part 2006 is toindicate the number indicating the number of the times of the rights,the part 2008 is to indicate the ratio of the number of giveaway ballsto the number of lent balls, and the part 2010 is to indicate thetransition of the difference of balls. In the part 2012, the operatingstate of the play machine module is indicated.

A result analyzing unit 21 is for obtaining the statistical results ofthe simulation on the basis of the various data obtained by thesimulation executing unit 16 as mentioned above, and it is started,after the simulation is ended at the simulation executing unit 16, bythe operation, by the operator, of inputting the predeterminedinformation by means of the input apparatus 17. More specifically, theresult analyzing unit 21 counts the number of incoming balls, the numberof outgoing balls, the difference between the number of incoming ballsand the number of outgoing balls (the number of the difference ofballs), and outputs the relevant data to the picture data generatingunit 18. Further, the result analyzing unit 21 counts the number ofincoming balls, the number of outgoing balls, the number of thedifference of balls, etc. for each island module or for the whole of theamusement arcade, on the basis of the various data for each play machinemodule, and outputs the relevant data to the picture data generatingunit 18.

The picture data generating unit 18 generates the picture data based onthe data given from the result analyzing unit 21 and outputs them to thedisplay unit 20. The picture based on the data generated by the resultanalyzing unit 21 is indicated in FIG. 21.

As shown in FIG. 21, the data obtained by the result analyzing unit 21includes the number of the operating tables based on the independentisland restoration method or based on the overall restoration method,the total of lent balls indicating the total of the lent play media,etc.

According to the first embodiment, the parameter relating to the playmachine etc. constituting the amusement arcade is set by the parametersetting unit 12, and in accordance with the set parameter, the operatingcondition of the play machine etc. for each unit time can be obtained bythe simulation executing unit 16. Further, the picture indicating thecondition of the amusement arcade for each unit time is indicated on thescreen of the display unit 20. Thus, the operator can grasp thecondition of the play machine easily.

Also according to the first embodiment, the statistical results of thesimulation can be obtained by the result analyzing unit 21 on the basisof the data obtained by the simulation executing unit 16, and so theoperator can more easily inspect the properties of the amusement arcade.

Further, according to the first embodiment, the information referring tothe player is set by the parameter setting unit 12, and on the basis ofthis information, the movement of the player for each unit time duringthe simulation by the simulation executing unit 16 is determined and themovement of the player is indicated on the screen of the display unit20, which makes it possible for the operator to grasp the flow of theplayer easily.

Next, a second embodiment of the present invention will be explained. Inthe second embodiment, the amusement arcade means the place for playingslot machine and the play machine means the slot machine. The structureof the simulation system for the amusement arcade referring to thesecond embodiment is the same as the one indicated in FIG. 1.

Also in the second embodiment, as shown in FIG. 2, the parameter settingunit 12 comprises a definition information setting unit 22, a playmachine information setting unit 24, a peripheral machine informationsetting unit 26, a player information setting unit 28, an islandinformation setting unit 30, and a move route setting unit 32. Theirfunctions are almost the same as in the first embodiment, except for thefollowing points.

In the definition information setting unit 22 of this embodiment, theselection as to whether the play media used in the amusement arcade, forexample medals, are circulated manually (manual method) or arecirculated automatically (automatic method) can be made.

When the automatic method is selected at the definition informationsetting unit 22, the play machine module and the island module which arepossible to be set by the parameter setting unit 12 is to adopt one ofthe two, that is, "the independent island restoration method" and "theoverall restoration method". On the other hand, when the manual methodis selected at the definition information setting unit 22, the playmachine module and the island module which are possible to be set by theparameter setting unit 12 are to adopt "the overall restoration method".

In the latter case, in the actual amusement arcade, hoppers, tanks, etc.for containing medals are disposed in the respective slot machines, andwhen a hopper of some slot machine is filled with medals or becomesempty, the lamp disposed on the slot machine is lit up and a personnelremoves or supplies the medals, and so in such a method the play machinemodule etc. also adopt "the overall restoration method".

In the parameter setting unit 12 composed in such way, the simulationtime data, the exit data, the play machine name data, the play machinetype data, the belonging island name data, the counter name data, thecounter processing time data, the play time data, the maximum expensedata, the buying unit data, etc. are determined in almost the same wayas in the first embodiment.

For example, as shown in FIG. 1, when the play machine informationsetting unit 24 of the parameter setting unit 12 is started and thepredetermined information is given from the parameter setting unit 12 tothe picture data generating unit 18, in accordance with the picture datagenerated on the basis of the information, the picture indicated in FIG.22 can be obtained on the screen of the display unit 20.

The picture indicated in the FIG. 22 can be recognized as almost thesame as the example of the picture indicated in FIG. 4. When theoperator operates the input apparatus 17 indicated in FIG. 1 and inputssome information, the characters, the figures, etc. corresponding to theinputted information are indicated in the parts 2002, 2004, etc. of thescreen 2200. In FIG. 22, the characters etc. indicated in the parts from2002 to 2014 correspond to the play machine name data, the belongingisland name data, the play machine type data, the first use counterdata, the first use money changer data, the second use counter data, thesecond use money changer data respectively, and the figures indicated inthe parts from 2016 to 2022 correspond to the move time data included inthe first use counter, the first use money changer data, the second usecounter data, and the second use money changer data.

The operation of the input apparatus 17 by the operator gives necessarycharacters, figures, etc. to the predetermined parts of the screen 2200,and then, if the part 2032 of the screen 2200 is designated by theoperation of the input apparatus 17 by the operator, the datacorresponding to the characters, figures, etc. given to the respectiveparts are stored in a predetermined area of the parameter memory unit14.

The other necessary information is also given by the operation of theinput apparatus 17 by the operator, in the same way as in the firstembodiment, and is stored in a predetermined area of the parametermemory unit 14.

After the necessary parameter, relating to the machines and the playernecessary for the amusement arcade, and the move route data indicatingthe move route of the player are set, if the operator operates the inputapparatus 17 to give the information for starting the simulation, thesimulation executing unit 16 is started.

The operation of the simulation executing unit 16 is also the same as inthe first embodiment. It will be explained again as follows. Thesimulation executing unit 16 is set by the parameter setting unit 12,and works out the data referring to the position of the player module,the operating condition of the play machine module, and the operatingcondition of the peripheral machine modules, for each unit time, on thebasis of various data stored in the parameter memory unit 14.

For example, the simulation executing unit 16 executes the simulationreferring to the player module on the basis of the following generallogic. That is to say, first, when a certain player module arrives atthe amusement arcade, it selects a predetermined play machine module inaccordance with the play machine selection data, and moves to the playmachine module on the basis of the move route set between stations inadvance. In this case, if there is no vacant play machine module, theplayer module stands in a line at the entrance of the amusement arcadeto wait for the unoccupied play machine module. It can be executed bylocating the waiting queue referring to the player module waiting forthe unoccupied play machine module, and by incrementing the waitingqueue.

Next, after arriving at the play machine, the player changes money, bythe amount based on the money change unit data, to buy the play mediaand uses the play machine with the play media.

Further, when the time in which the play machine module should maintainthe winning state has passed, the player module moves to the countermodule to count the gained play media. At this time, if the time exceedsthe play time based on the play time data, the player module ends theplay. On the other hand, if the time doesn't exceed the play time, itreturns to the same play machine module to continue the play. If theplayer module spends money by the amount corresponding to the maximumexpense data, the player module ends the play.

More concretely, the simulation executing unit 16 executes thesimulation in accordance with the flow chart indicated in FIG. 23.

As shown in FIG. 23, when the simulation is started by the simulationexecuting unit 16, the status of the play machine module is in anon-operating state (step 2300) and whether or not the player modulearrives at the play machine module is judged (step 2301). In the sameway as in the first embodiment, the arrival of the player module at theplay machine module is determined in accordance with the operating ratedata. If it is judged that the player module has arrived, the status ofthe play machine module is changed into an operating state (step 2302).

As the unit time for executing the simulation has elapsed, whether ornot the time corresponding to the winning interval has elapsed is judged(step 2303). If it is judged as no (N) at this step 2303, the number ofthe play media given to the play machine module, that is, the number ofthe incoming balls, for the unit time is counted (step 2304) and whetheror not play media are being held by the player module is judged (step2305). If play media are being held (yes (Y) at the step 2305), theprocess returns to the step 2302 to continue.

If it is judged as no (N) at the step 2305, the status of the playmachine module is changed into a non-operating occupied state (step2306) and then, whether or not the player module is to continue the playis judged (step 2307). To put it concretely, in the same way as in thefirst embodiment, referring to the maximum expense data, the play timedata, etc., whether or not the player module fulfills the conditions forcontinuing the play is judged.

At the step 2307, if it is judged that the play is to be stopped (as no(N)), the process returns to the step 2300 and the status of the playmachine module becomes a non-operating state. At this step, if it isjudged that the play is to be continued (as yes(Y)), the player moduleis made to move to the money changer module to change money by theamount based on the money change unit data and to buy the play media onthe basis of the buying unit data (step 2308). While the player modulemoves to the money changer module on the basis of the money changer movetime data and while the money changer operates on the basis of the moneychanger processing time data, the play machine module maintains itsstatus in a non-operating occupied state. After the player modulereturns to the play machine module, the process returns to the step 2302to continue.

At the step 2303, if it is judged that the time corresponding to thewinning interval has gone by, the status of the play machine modulebecomes a winning state, and the number of the play media given to theplay machine module, that is, the number of incoming balls, and thenumber of the play media the player has gained, that is, the number ofoutgoing balls, are counted in accordance with the winning type.

As the winning time is determined in advance, if the time has gone by(yes (Y) at the step 2310), the process advances to the step 2311 andwhether or not the player module is to continue the play is judged.

At this step, if it is judged that the play is to be continued (as yes(Y)), the status of the play machine module becomes a non-operatingoccupied state (step 2312). Then, the player module is moved to thecounter module to count the number of the play media the player modulegained (step 2313). On the basis of the counter move time data, whilethe player module moves to the counter module, the play machine modulemaintains its status in a non-operating occupied state. Further, theplayer is than made to move to the money changer module, to change moneyby the amount based on the money change unit data, and to buy play mediaon the basis of the buying unit data (step 2314). In the same way as inthe step 2313, on the basis of the money changer move time data, whilethe player module moves to the money changer module, the play machinemodule maintains its status in a non-operating occupied state. After theplayer module returns to the play machine module, the process returns tothe step 2302 to be continued.

At the step 2311, if it is judged that the play should be stopped, (asno (N)), the play machine module is made to be in a non-operating state(step 2315), and the player module is moved to the counter module tocount the number of play media the player module has gained (step 2316).After such a process is finished, the process returns to the step 2300.

In the same way, referring to the counter module, the money changermodule, or the just counter module, the simulation executing unit 16makes its status a operating state during the time following therespective processing time data if the player module arrives at thesemachines. If there is a waiting queue relating to these peripheralmachine modules, the counter waiting queue data or the money changerwaiting queue data are referred to, and in a regular case, the playermodule is made to move, in accordance with the alternative counter dataor the alternative money changer data, to go to another counter moduleor another money changer module.

In the same way as in the first embodiment, the simulation executingunit 16 generates the data, for each unit time, relating to the movementof the player module, the number of the play media held by the playermodule, the status etc. of the play machine module, the money changermodule, the counter module, etc., and memorizes them in a predeterminedarea of the simulation result memory unit 19 for each unit time.

Thus, also in the second embodiment, the requested simulation can beexecuted. The simulation executing unit 16 also outputs the data,generated for each unit time, to the picture data generating unit 18.

In the same way as in the first embodiment, the picture data generatingunit 18 generates picture data for each unit time on the basis of thedata given by the simulation executing unit 16. The picturecorresponding to the picture data is indicated on the screen of thedisplay unit 20. This picture is almost the same as the one illustratedin FIG. 19.

Further, in the same way as in the first embodiment, the picture datagenerating unit 18 can generate the picture data corresponding to thepicture indicating the details of the play machine on the basis of thedata relating to the play machine module out of the data given by thesimulation executing unit. That is to say, the picture data generatingunit 18 outputs the picture data corresponding to the picture indicatedin FIG. 24 to the display unit 20 in accordance with the status of theplay machine module, the type of the play machine based on the playmachine type data, the transition of the difference of balls, etc. Onthe screen 2400, the part 2402 is a symbol indicating the type of theplay machine, the part 2408 is to indicate the ratio of the number ofgiveaway balls to the number of lent balls, and the part 2410 is toindicate the transition of the difference of balls. In the part 2412,the operating state of the play machine module is indicated.

In the same way as in the first embodiment, the result analyzing unit 21obtains the statistical results of the simulation on the basis of thevarious data obtained by the simulation executing unit 16. The picturedata generating unit 18 generates the picture data based on the datasupplied from the result analyzing unit 21 and outputs them to thedisplay unit 20. Thus the picture based on the data generated by theresult analyzing unit 21 is almost the same as in the first embodimentindicated in FIG. 21.

As explained above, it can be understood that the same effects as in thefirst embodiment can also be obtained in the second embodiment.

Next, a third embodiment of the present invention will be explained. Inthe third embodiment, the amusement arcade means a gaming center and theplay machine means a play machine. The structure of the simulationsystem for the amusement arcade relating to the third embodiment is thesame as the one indicated in FIG. 1.

Also in the third embodiment, as shown in FIG. 2, the parameter settingunit 12 comprises a definition information setting unit 22, a playmachine information setting unit 24, a peripheral machines informationsetting unit 26, a player information setting unit 28, an islandinformation setting unit 30, and a move route setting unit 32. Theirfunctions are almost the same as in the first embodiment, except for thefollowing points.

In the definition information setting unit 22 of this embodiment,selection can be made as to whether the play media used in the amusementarcade, for example medals, are circulated manually (manual method) orcirculated automatically (automatic method).

When the automatic method is selected at the definition informationsetting unit 22, the play machine module and the island module which arepossible to be set by the parameter setting unit 12 adopt "the overallrestoration method", and when the manual method is selected at thedefinition information setting unit 22, the play machine module and theisland module adopt "the manual restoration method" which will bementioned later.

Practically, it is normal in the gaming center for coins to be insertedin the play machine for starting the play machine. Therefore, gamingcenters exist in which the coins are transported by means of the beltconveyor disposed between the play machines and taken in to apredetermined coin storage apparatus (for example, a safe or the like)for collecting coins. Gaming centers also exist in which a personneltakes out the coins when the coin storage unit of each play machine isfilled with the coins. In the third embodiment, the former correspondsto "the overall restoration method" and the latter corresponds to "themanual restoration method".

If the manual method is selected in the definition information settingunit 22, in addition to the same parameter as in the first and secondembodiment, the capacity data, indicating the capacity of the storageunit which stores coins as the play media, and the coin taking out timedata, indicating the time in which the personnel takes out the coins,are set.

If it is the simulation for the game center which employs play mediawhich are incapable of being exchanged for giveaways, there is no needto set the data relating to the counter module, for example the firstuse counter data etc., in the play machine information setting unit 24.In the same way, there is no need to set the data relating to thecounter module in the peripheral machines information setting unit 26.

As the type of the play machine set by the play machine informationsetting unit 24, there are, for example, a game in which the playerplays against a character in a play, roulette in which the playerpredicts the outcome of the game, a horse racing game, and a car race.

In the same way as in the first and the second embodiment, the necessaryinformation is given by the operation of the input apparatus 17 by theoperator, and the necessary data for the simulation are stored in apredetermined area of the parameter memory unit 14.

After the necessary parameters, relating to the machines and the playernecessary for the amusement arcade, and the move route data, indicatingthe move route of the player, are set, if the operator operates theinput apparatus 17 to give the information for starting the simulation,the simulation executing unit 16 is started.

The operation of the simulation executing unit 16 is also the same as inthe first embodiment. It will be explained again as follows. Thesimulation executing unit 16 is set by the parameter setting unit 12,and works out the data referring to the position of the player module,the operating condition of the play machine module, and the operatingcondition of the peripheral machine modules, for each unit time, on thebasis of various data stored in the parameter memory unit 14.

FIG. 25 is an example of the flow chart indicating the processingexecuted by the simulation executing unit 16 referring to the thirdembodiment. This flow chart indicates the processing in which the manualmethod is selected in the definition information setting unit 22.

As shown in FIG. 25, when the simulation is started by the simulationexecuting unit 16, the status of the play machine module is anon-operating state (step 2500) and whether or not the player modulearrives at the play machine module is judged (step 2501). In the sameway as in the first embodiment, the arrival of the player module at theplay machine module is determined in accordance with the operating ratedata. If it is judged that the player module has arrived, the status ofthe play machine module is changed into an operating state (step 2502).

As the unit time for executing the simulation has elapsed, referring tothe capacity data, it is judged whether or not the coin storage unit isfull of inserted coins and the coins need to be taken out (step 2503).If it is judged as yes (Y) at this step 2503, the status of the playmachine module is changed to a non-operating occupied state (step 2504)and the state is maintained during the time corresponding to the cointaking out time data (step 2505). Then, the status of the play machinemodule returns to be in an operating state (step 2506) to advance to thestep 2507.

Also if it is judged as no (N) at the step 2503, it advances to the step2507. In the step 2507, in accordance with the type data of the playmachine module etc., the points of the play machine are worked out (step2507). Next, it is judged whether or not it is time for the game on theplay machine be finished (step 2508). At this step 2508, if it is judgedas no (N), it returns to the step 2502, while if it is judged as yes(Y), it advances to the step 2509.

At the step 2509, the status of the play machine module is changed to anon-operating occupied state (step 2510). Further, it is judged whetheror not the player module is to continue the play (step 2511).

At this step, if it is judged as yes (Y), the player is made to move tothe money changer module, to change money by the amount based on themoney change unit data (step 2512). At this step, on the basis of themoney changer move time data, while the player module moves to the moneychanger module, the play machine module maintains its status in anon-operating occupied state. After the player module returns to theplay machine module, the process returns to the step 2502 to becontinued. On the other hand, if it is judged as no (N)) at the step2511, the process returns to the step 2500.

In the definition information setting unit 22, if the automatic methodis selected, the processing where the steps from 2503 to 2506 of FIG. 25are deleted is executed by the simulation executing unit 16.

In the same way as in the first and second embodiment, the simulationexecuting unit 16 generates the data, for each unit time, relating tothe movement of the player module, the number of the play media held bythe player module, the status of the play machine module, the moneychanger module, etc., and stores them in a predetermined area of thesimulation result memory unit 19 for each unit time.

Thus, also in the second embodiment, the requested simulation can beexecuted. Also the simulation executing unit 16 outputs the data,generated for each unit time, to the picture data generating unit 18.

In the same way as in the first embodiment, the picture data generatingunit 18 generates picture data for each unit time on the basis of thedata supplied by the simulation executing unit 16. The picturecorresponding to the picture data is indicated on the screen of thedisplay unit 20. This picture is almost the same as the one illustratedin FIG. 19.

Further, in the same way as in the first embodiment, the picture datagenerating unit 18 can generate the picture data corresponding to thepicture indicating the details of the play machine on the basis of thedata relating to the play machine module out of the data given by thesimulation executing unit. That is to say, the picture data generatingunit 18 outputs the picture data corresponding to the picture indicatedin FIG. 26 to the display unit 20 in accordance with the status of theplay machine module, the type of the play machine based on the playmachine type data, the points gained in the game, the transition of theamount of the inserted coins, etc. On the screen 2600, the part 2602 isa symbol indicating the type of the play machine, the part 2608 is toindicate the points gained in the game, and the part 2610 is to indicatethe amount of the inserted coins and the transition of the points gainedin the game. In the part 2612, the operating state of the play machinemodule is indicated.

In the same way as in the first and second embodiment, the resultanalyzing unit 21 obtains the statistical result of the simulation onthe basis of the various data gained by the simulation executing unit16. In the third embodiment, the statistical result obtained by theresult analyzing unit 21 includes the operating rate of the playmachine, the highest points of the game, the amount of the coinsinserted in the play machine for a predetermined time, etc. The picturedata generating unit 18 generates the picture data based on the datagiven from the result analyzing unit 21 and outputs them to the displayunit 20.

According to the third embodiment, the parameter relating to the playmachine of the gaming center is set, and in accordance with the setparameter, the operating condition of the play machine for each unittime can be obtained by the simulation executing unit 16. Thus, theoperator can grasp the condition of the play machine easily.

According to the third embodiment, the statistical results of thesimulation can be obtained by the result analyzing unit 21 on the basisof the data obtained by the simulation executing unit 16, and so theoperator can more easily inspect the properties of the gaming center.

As specifically explained above, according to the present invention, itis possible to provide a simulation system for an amusement arcade,which generates a dynamic model relating to the amusement arcade and caninspect an operating condition of play machines, a flow of players andthe like.

The present invention is not restricted to the above embodiment, andvarious modifications can be made within the invention described in theclaims, which, it goes without saying, is included within the presentinvention.

For example, in the embodiment, during the execution of the simulationby the simulation executing unit 16, the corresponding picture isindicated in the display unit 20, but the present invention is notrestricted to that and can be modified so as to just obtain the datarelating to the simulation result without indicating the picture in thedisplay unit 20.

Also in the embodiment, the data for defining the play machine moduleand the peripheral machine module respectively are set by the playmachine information setting unit 24 and the peripheral machineinformation setting unit 26, but the present invention is not restrictedto that. For example, the present invention can be modified so that thedata relating to the number of the play machine module or to the modelof one or more island modules where the counter module and the moneychanger module are disposed may be stored in the parameter memory unit14 and that the requested data relating to the model of the islandmodule may be read out from the parameter memory unit 14.

Also in the first, the second and the third embodiment, the play machinemodules correspond to the pinball machines, the slot machines, and theplay machines respectively, but they are not restricted to them, and itgoes without saying that, referring to the other play machines such asshooting play machines, poker play machines, medal taking in playmachines, the simulation can be executed by the simulation relating tothe present invention.

Further, in the present specification, the word "means" does not alwaysmean "physical means", and it also includes the case where the functionof each means is realized by software. Also, the function of one meanscan be realized by two or more physical means or the function of two ormore means can be realized by one physical means.

INDUSTRIAL APPLICABILITY

As specifically described above, the present invention can be appliedfor deciding the positioning of the play machines such as pinballmachines, slot machines, game machines etc., the positioning of theperipheral machines such as the money changer etc., or the like in theamusement arcade, by generating a dynamic model of the amusement arcadeand by inspecting an operating condition of the play machines, a flow ofthe players and the like.

We claim:
 1. A simulation system for an amusement arcadecomprising:parameter setting means, having play machine setting meansfor setting a parameter which defines a structure of play machinesconstituting the amusement arcade, and player setting means for settinga parameter which defines properties of players who use play machines;simulation executing means for executing simulation of the amusementarcade for each unit time on the basis of the parameter set by theparameter setting means; resultant data generating means for generatingresultant data indicative of a result of simulation on the basis of thedata obtained by the simulation executed for a predetermined unit timeby said simulation executing means; and display means for indicating apicture corresponding to said resultant data.
 2. A simulation system foran amusement arcade according to claim 1, further comprising picturedata generating means, which generates picture data based on theparameter set by said parameter setting means, and also generatespicture data during the execution of said simulation on the basis ofsaid picture data and the data obtained for each unit time by saidsimulation executing means.
 3. A simulation system for an amusementarcade according to claim 1, wherein said parameter setting meansfurther comprises peripheral machine setting means which defines thestructure of peripheral machines disposed in the amusement arcade.
 4. Asimulation system for an amusement arcade according to claim 2, whereinsaid peripheral machine setting means is composed so as to define thestructure of counters which count play media to be used in play machinesand of money changers which change money.
 5. A simulation system for anamusement arcade according to claim 1, wherein said parameter settingmeans further comprises an island setting means which defines thestructure of islands disposed with a plurality of play machines in apredetermined arrangement.
 6. A simulation system for an amusementarcade according to claim 3, wherein said parameter setting meansfurther comprises move route setting means for setting at least one moveroute, for the player, between play machines or between a play machineand peripheral machines.
 7. A simulation system for an amusement arcadeaccording to claim 1, wherein said player setting means is composed soas to set at least one of, operating rate data indicating the rate ofuse of play machines by players, player time data indicating adistribution of time of play by players, maximum money amount dataindicating the amount of money which players can spend, and buying unitdata indicating the number of play media which players buy at a time. 8.A simulation system for an amusement arcade according to claim 7,wherein said player setting means is composed so as to set automaticallyat least one of, said operating rate data, said player time data, saidmaximum money amount data, and said buying unit data, in compliance withthe condition of the amusement arcade.
 9. A simulation system for anamusement arcade according to claim 1, wherein said play machine settingmeans is composed so as to set the type of play machine, and that saidsimulation executing means is composed so as to determine the winninginterval of a play machine during the simulation on the basis of saidset type of play machine.
 10. A simulation system for an amusementarcade according to claim 9, wherein play machines correspond to slotmachines.
 11. A simulation system for an amusement arcade according toclaim 9, wherein play machines correspond to play machines.
 12. Asimulation method for an amusement arcade, comprising:setting aparameter which defines the structure of play machines constituting theamusement arcade and a parameter which defines properties of players whouse the play machines; executing simulation of the amusement arcade foreach unit time on the basis of set parameters; generating resultant dataindicative of a result of simulation on the basis of the data obtainedby the simulation executed for a predetermined unit time; and indicatinga picture corresponding to said resultant data.
 13. A simulation methodaccording to claim 12, wherein the step for setting a parameter sets aparameter which defines the structure of peripheral machines disposed inthe amusement arcade.
 14. A simulation method according to claim 13,wherein said step for setting the parameter sets at least one moveroute, for the player, between play machines or between a play machineand peripheral machines.
 15. A simulation system according to claim 12,wherein the step for executing the simulation judges the state of a playmachine for each unit time, and executes at least one of counting thenumber of the play media or changing the state, in accordance with saidjudged state.
 16. A simulation system according to claim 15, whereinsaid state of the play machine includes the state in which the playmachine does not operate, the state in which the play machine operates,and the state in which the play machine is winning.